#version 450 compatibility





layout(triangles) in;
layout(triangle_strip, max_vertices = 3) = out;

layout( binding = 1 ) uniform u_Buf_LoalParameter1 {
    uint    m_Pick_FaceNum;
    vec3    m_Pick_Coord;
};




out vec4 Normal[];
out vec2 TCoord[];



void mian(){

    for(int i=0; i<gl_in.length(); ++i){
        gl_Position = gl_ProjectionMatrix * gl_in[i].gl_Position;
        EmitVertex();
    }


}
